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<title>dolphin/Source/Core/VideoCommon/AsyncRequests.h, branch release-prep-2603a</title>
<subtitle>GameCube and Wii emulator</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/'/>
<entry>
<title>VideoCommon: Clean up and eliminate the mutex in AsyncRequests using WaitableSPSCQueue.</title>
<updated>2025-10-28T22:22:04+00:00</updated>
<author>
<name>Jordan Woyak</name>
<email>jordan.woyak@gmail.com</email>
</author>
<published>2025-10-25T21:40:56+00:00</published>
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</pre>
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</entry>
<entry>
<title>VideoCommon/AsyncRequests: Remove now unnecessary `SetEnable` function. Requests are now always enabled. Call `SetPassthrough` on initialization to not be racy.</title>
<updated>2025-10-27T04:07:14+00:00</updated>
<author>
<name>Jordan Woyak</name>
<email>jordan.woyak@gmail.com</email>
</author>
<published>2025-10-25T21:47:09+00:00</published>
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<pre>
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</entry>
<entry>
<title>VideoCommon: Use MoveOnlyFunction for AsyncRequests.</title>
<updated>2025-04-28T01:07:13+00:00</updated>
<author>
<name>Jordan Woyak</name>
<email>jordan.woyak@gmail.com</email>
</author>
<published>2025-04-28T00:53:18+00:00</published>
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<entry>
<title>VideoCommon: Eliminate EFBAccessType enum. Eliminate union and switch statement handler in AsyncRequests.</title>
<updated>2025-03-14T05:59:41+00:00</updated>
<author>
<name>Jordan Woyak</name>
<email>jordan.woyak@gmail.com</email>
</author>
<published>2025-03-07T03:14:38+00:00</published>
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<pre>
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</entry>
<entry>
<title>Merge pull request #13387 from jordan-woyak/frame-pacing</title>
<updated>2025-03-13T18:23:18+00:00</updated>
<author>
<name>JMC47</name>
<email>JMC4789@gmail.com</email>
</author>
<published>2025-03-13T18:23:18+00:00</published>
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<id>0e2785a5627872a8ae8c46180cdef8b7f0fde4de</id>
<content type='text'>
CoreTiming: Improve frame pacing</content>
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CoreTiming: Improve frame pacing</pre>
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</content>
</entry>
<entry>
<title>Core/VideoCommon: Push presentation time calculated from CPU thread to GPU thread.</title>
<updated>2025-03-10T21:40:46+00:00</updated>
<author>
<name>Jordan Woyak</name>
<email>jordan.woyak@gmail.com</email>
</author>
<published>2025-03-06T09:01:53+00:00</published>
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</entry>
<entry>
<title>VideoCommon: Don't merge EFBPoke AsyncRequests.</title>
<updated>2025-03-10T21:37:24+00:00</updated>
<author>
<name>Jordan Woyak</name>
<email>jordan.woyak@gmail.com</email>
</author>
<published>2025-03-06T23:21:13+00:00</published>
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</entry>
<entry>
<title>Fix crashes in dual core mode on a PI_FIFO_RESET</title>
<updated>2022-08-18T20:38:37+00:00</updated>
<author>
<name>CasualPokePlayer</name>
<email>50538166+CasualPokePlayer@users.noreply.github.com</email>
</author>
<published>2022-08-18T20:38:37+00:00</published>
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</entry>
<entry>
<title>treewide: convert GPLv2+ license info to SPDX tags</title>
<updated>2021-07-05T02:35:56+00:00</updated>
<author>
<name>Pierre Bourdon</name>
<email>delroth@gmail.com</email>
</author>
<published>2021-07-05T01:22:19+00:00</published>
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<id>e149ad4f0a9874f354221a7fc76d8f1841e47808</id>
<content type='text'>
SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
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<pre>
SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
</pre>
</div>
</content>
</entry>
<entry>
<title>Core: Skip duplicate frames when using frame advance</title>
<updated>2020-04-09T09:39:29+00:00</updated>
<author>
<name>JosJuice</name>
<email>josjuice@gmail.com</email>
</author>
<published>2020-04-07T17:37:32+00:00</published>
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<id>812ad4257cf26f2de73aac30a46ac9d573940498</id>
<content type='text'>
It used to be the case that frame advance skipped duplicate frames
(i.e. it would take 30 frame advances to get through one second
of emulated time in a 30 fps game), but this broke in 9c5c3c0.
Skipping duplicate frames making TASing less annoying.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
It used to be the case that frame advance skipped duplicate frames
(i.e. it would take 30 frame advances to get through one second
of emulated time in a 30 fps game), but this broke in 9c5c3c0.
Skipping duplicate frames making TASing less annoying.
</pre>
</div>
</content>
</entry>
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